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166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "mesh_camera_col_manager.h"
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#include "precipitation_clip_grid.h"
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#include "nel/3d/u_visual_collision_manager.h"
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#include "nel/3d/u_shape_bank.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/system_info.h"
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#include "nel/3d/u_visual_collision_mesh.h"
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using namespace NL3D;
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using namespace NLMISC;
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using namespace std;
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// ***************************************************************************
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CMeshCameraColManager MeshCameraColManager;
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// ***************************************************************************
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extern UVisualCollisionManager *CollisionManager;
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extern UDriver *Driver;
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// ***************************************************************************
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CMeshCameraColManager::CMeshCameraColManager()
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{
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}
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// ***************************************************************************
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CMeshCameraColManager::~CMeshCameraColManager()
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{
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if(!CollisionManager)
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return;
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// reset any remaining mesh
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TIgMap::iterator it;
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for(it= _IgMap.begin();it!=_IgMap.end();it++)
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{
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CMeshGroup &mg= it->second;
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for(uint i=0;i<mg.Meshs.size();i++)
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{
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CollisionManager->removeMeshCollision(mg.Meshs[i]);
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}
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}
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_IgMap.clear();
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}
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// ***************************************************************************
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void CMeshCameraColManager::instanceGroupLoaded(NL3D::UInstanceGroup * /* ig */)
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{
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// no op
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}
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// ***************************************************************************
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void CMeshCameraColManager::instanceGroupAdded(NL3D::UInstanceGroup *ig)
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{
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if(!ig)
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return;
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// TestYoyo
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/*CSimpleClock clock;
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clock.start();*/
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// Build a list of Mesh to add to the collision manager
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CMeshGroup mg;
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// for all instance of the ig
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for(uint i=0;i<ig->getNumInstance();i++)
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{
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string shapeName= ig->getShapeName(i);
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if (!shapeName.empty())
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{
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// well... get the actual name (not transformed)
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if (shapeName.find('.') == std::string::npos)
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shapeName += ".shape";
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// try to get the shape
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UShape shape= Driver->getShapeBank()->getShape(shapeName);
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// if found
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if(!shape.empty())
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{
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UVisualCollisionMesh colMesh;
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shape.getVisualCollisionMesh(colMesh);
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// if this mesh has a collision
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if(!colMesh.empty())
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{
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// get the instance matrix
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CMatrix mat;
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ig->getInstanceMatrix(i, mat);
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// special code for matis serre. Use the same flags as for shadows
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bool avoidCollisionInside= ig->dontCastShadowForInterior(i);
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bool avoidCollisionOutside= ig->dontCastShadowForExterior(i);
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// very special patch for the matis serre (grrrrrrrrrrrrr)
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avoidCollisionOutside= avoidCollisionOutside || toLower(shapeName)== "ma_serre_interieur.shape";
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// then send the result to the collision manager, and keep the mesh col id if succeed
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uint32 meshId= CollisionManager->addMeshInstanceCollision(colMesh, mat, avoidCollisionInside, avoidCollisionOutside);
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if(meshId)
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mg.Meshs.push_back(meshId);
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}
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}
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}
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}
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// if mesh group not empty, append to the map (for future remove)
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if(!mg.Meshs.empty())
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{
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// should not be present
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nlassert(_IgMap.find(ig)==_IgMap.end());
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// insert
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_IgMap[ig]= mg;
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}
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// TestYoyo
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/*clock.stop();
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double freq = (double) CSystemInfo::getProcessorFrequency(false);
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double msPerTick = 1000 / (double) freq;
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nlinfo("IG Camera Added: {%x, %d}: %.3f ms", (uint32)ig, ig->getNumInstance(), msPerTick * clock.getNumTicks());*/
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}
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// ***************************************************************************
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void CMeshCameraColManager::instanceGroupRemoved(NL3D::UInstanceGroup *ig)
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{
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// find the ig in the map
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TIgMap::iterator it= _IgMap.find(ig);
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if(it!=_IgMap.end())
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{
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// TestYoyo
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/*CSimpleClock clock;
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clock.start();*/
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// remove the mesh collision from the manager
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CMeshGroup &mg= it->second;
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for(uint i=0;i<mg.Meshs.size();i++)
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{
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CollisionManager->removeMeshCollision(mg.Meshs[i]);
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//HeightGrid.removeCollisionMesh(mg.Meshs[i]);
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}
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// remove
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_IgMap.erase(it);
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// TestYoyo
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/*clock.stop();
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double freq = (double) CSystemInfo::getProcessorFrequency(false);
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double msPerTick = 1000 / (double) freq;
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nlinfo("IG Camera Removed: %.3f ms", msPerTick * clock.getNumTicks());*/
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}
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}
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